<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js WebGL  - postprocessing - FXAA</title>
		<meta charset="UTF-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			html, body {
				height: 100%;
			}
			body {
				background: #ffffff;
				padding: 0;
				margin: 0;
				font-family: Monospace;
				font-size: 13px;
				overflow: hidden;
			}
			#info {
				top: 0px;
				width: 100%;
				color: #000000;
				margin: 6px 0px;
				text-align: center;
			}
			#info a {
				color: #000000;
			}
			#container {
				width: 100%;
				height: calc(100% - 80px);
			}
		</style>
	</head>

	<body>
		<div id="container">
		</div>

		<script src="../src/three.js"></script>
		<script src="../src/libs/WebGL.js"></script>

		<script src="../src/libs/CopyShader.js"></script>

		<script src="../src/libs/EffectComposer.js"></script>
		<script src="../src/libs/RenderPass.js"></script>
		<script src="../src/libs/ShaderPass.js"></script>
		<script src="../src/libs/FXAAShader.js"></script>

		<script>
			if ( WEBGL.isWebGLAvailable() === false ) {
				document.body.appendChild( WEBGL.getWebGLErrorMessage() );
			}
			var camera, scene, renderer, clock, group;
			var composer1, composer2, fxaaPass;
			init();
			animate();
			function init() {
				var container = document.getElementById( 'container' );
				camera = new THREE.PerspectiveCamera( 45, ( window.innerWidth * 0.5 ) / window.innerHeight, 1, 2000 );
				camera.position.z = 500;
				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xffffff );
				scene.fog = new THREE.Fog( 0xcccccc, 100, 1500 );
				clock = new THREE.Clock();
				//
				var hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
				hemiLight.position.set( 0, 1000, 0 );
				scene.add( hemiLight );
				var dirLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
				dirLight.position.set( - 3000, 1000, - 1000 );
				scene.add( dirLight );
				//
				group = new THREE.Group();
				var geometry = new THREE.TetrahedronBufferGeometry( 10 );
				var material = new THREE.MeshStandardMaterial( { color: 0xee0808, flatShading: true } );
				for ( var i = 0; i < 100; i ++ ) {
					var mesh = new THREE.Mesh( geometry, material );
					mesh.position.x = Math.random() * 500 - 250;
					mesh.position.y = Math.random() * 500 - 250;
					mesh.position.z = Math.random() * 500 - 250;
					mesh.scale.setScalar( Math.random() * 2 + 1 );
					mesh.rotation.x = Math.random() * Math.PI;
					mesh.rotation.y = Math.random() * Math.PI;
					mesh.rotation.z = Math.random() * Math.PI;
					group.add( mesh );
				}
				scene.add( group );
				//
				renderer = new THREE.WebGLRenderer();
				renderer.autoClear = false;
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );
				//
				var renderPass = new THREE.RenderPass( scene, camera );
				//
				fxaaPass = new THREE.ShaderPass( THREE.FXAAShader );
				var pixelRatio = renderer.getPixelRatio();
				fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( window.innerWidth * pixelRatio );
				fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( window.innerHeight * pixelRatio );
				composer1 = new THREE.EffectComposer( renderer );
				composer1.addPass( renderPass );
				composer1.addPass( fxaaPass );
				//
				var copyPass = new THREE.ShaderPass( THREE.CopyShader );
				composer2 = new THREE.EffectComposer( renderer );
				composer2.addPass( renderPass );
				composer2.addPass( copyPass );
				//
				window.addEventListener( 'resize', onWindowResize, false );
			}
			function onWindowResize() {
				camera.aspect = ( window.innerWidth * 0.5 ) / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
				composer1.setSize( window.innerWidth, window.innerHeight );
				composer2.setSize( window.innerWidth, window.innerHeight );
				var pixelRatio = renderer.getPixelRatio();
				fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( window.innerWidth * pixelRatio );
				fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( window.innerHeight * pixelRatio );
			}
			function animate() {
				requestAnimationFrame( animate );
				var halfWidth = window.innerWidth / 2;
				group.rotation.y += clock.getDelta() * 0.1;
				renderer.setViewport( 0, 0, halfWidth, window.innerHeight );
				composer1.render();
				renderer.setViewport( halfWidth, 0, halfWidth, window.innerHeight );
				composer2.render();
			}
		</script>
	</body>
</html>